Ahriman
Tyrant
Hey, just discovered this mod, and all I can say is wow!
Very awesome. I love the Dune books (well, the first 3 anyway) and I love how you've adapted some key mechanics; food scarcity, commerce through trade routes, inaccessible deserts, low-emphasis on teraforming (this makes the AI much tougher in a relative sense, since poor improvement construction is usually their downfall) etc.
Once I've played it more and have a better feel I'll probably come back with a more complete set of comments, ideas and suggestions, but just diving in now I'm very impressed.
I'm playing the 1v1 version, since I haven't yet updated to 3.19 as I'm worried it will break other mods (and we haven't updated Warhammer to 3.19 yet).
Initial things;
a) What does soil enrichment do? Seems to do nothing
b) Some buildings seem to have very little in the way of effects. Trade port just gives 10% culture? I presume the city wind trap provides fresh water to adjacent tiles? This doesn't show up anywhere.
c) It seems like light hover vehicles are king for a long long time - why would you build anything else? Maybe there should be a unit that gets a bonus vs them? Also, maybe they shouldn't get terrain bonuses? They're hover units after all....
d) Seems like all the factions are the same except for leader traits and starting units? Hopefully this will change. Or maybe I'm not far enough in yet?
e) What map scripts do you recommend? I started with Archipelago, which seems to be interesting but means no early game combat.
Also:
f) A sand storm captured my city? That doesn't seem right....
Can't you flag them as unable to attack cities, or -100% city attack strength, or something?
Very awesome. I love the Dune books (well, the first 3 anyway) and I love how you've adapted some key mechanics; food scarcity, commerce through trade routes, inaccessible deserts, low-emphasis on teraforming (this makes the AI much tougher in a relative sense, since poor improvement construction is usually their downfall) etc.
Once I've played it more and have a better feel I'll probably come back with a more complete set of comments, ideas and suggestions, but just diving in now I'm very impressed.
I'm playing the 1v1 version, since I haven't yet updated to 3.19 as I'm worried it will break other mods (and we haven't updated Warhammer to 3.19 yet).
Initial things;
a) What does soil enrichment do? Seems to do nothing
b) Some buildings seem to have very little in the way of effects. Trade port just gives 10% culture? I presume the city wind trap provides fresh water to adjacent tiles? This doesn't show up anywhere.
c) It seems like light hover vehicles are king for a long long time - why would you build anything else? Maybe there should be a unit that gets a bonus vs them? Also, maybe they shouldn't get terrain bonuses? They're hover units after all....
d) Seems like all the factions are the same except for leader traits and starting units? Hopefully this will change. Or maybe I'm not far enough in yet?
e) What map scripts do you recommend? I started with Archipelago, which seems to be interesting but means no early game combat.
Also:
f) A sand storm captured my city? That doesn't seem right....
Can't you flag them as unable to attack cities, or -100% city attack strength, or something?